1 #include "sv_dodging.qh"
3 // TODO the CSQC blocks in this sv_ file are currently not compiled but will be when dodging prediction gets enabled
5 #define PHYS_DODGING g_dodging
6 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
7 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
8 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
9 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
10 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
11 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
12 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
13 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
14 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
15 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
16 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed // TODO separate max air speed, fix frozen dodging
18 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
20 #define PHYS_DODGING STAT(DODGING, this)
21 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
22 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
23 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
24 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
25 #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this)
26 #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this)
27 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
28 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
29 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
30 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
31 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
35 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
36 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
37 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
39 #define PHYS_DODGING_FRAMETIME sys_frametime
40 #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
41 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
46 bool autocvar_sv_dodging_sound;
48 #include <common/animdecide.qh>
49 #include <common/physics/player.qh>
51 .float cvar_cl_dodging_timeout;
53 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
55 // this just turns on the cvar.
58 g_dodging = cvar("g_dodging");
61 // this just turns off the cvar.
62 MUTATOR_ONROLLBACK_OR_REMOVE
71 REGISTER_MUTATOR(dodging, true);
74 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
75 .float dodging_action;
77 // the jump part of the dodge cannot be ramped
78 .float dodging_single_action;
80 // these are used to store the last key press time for each of the keys..
81 .float last_FORWARD_KEY_time;
82 .float last_BACKWARD_KEY_time;
83 .float last_LEFT_KEY_time;
84 .float last_RIGHT_KEY_time;
86 // these store the movement direction at the time of the dodge action happening.
87 .vector dodging_direction;
89 // this indicates the last time a dodge was executed. used to check if another one is allowed
90 // and to ramp up the dodge acceleration in the physics hook.
91 .float last_dodging_time;
93 // This is the velocity gain to be added over the ramp time.
94 // It will decrease from frame to frame during dodging_action = 1
96 //.float dodging_velocity_gain;
98 .float dodging_force_total;
99 .float dodging_force_remaining;
101 #ifdef CSQC // TODO what is this? 1) CSQC in sv_ file never even gets compiled 2) pressedkeys is only defined on server so this would be always 0
106 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
107 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
110 // returns true if the player is close to a wall
111 bool is_close_to_wall(entity this, float threshold)
121 bool is_close_to_ground(entity this, float threshold)
123 if (IS_ONGROUND(this)) return true;
124 X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
131 // TODO use real cvars
132 /*float autocvar_velocity_min = 200;
133 float autocvar_velocity_max = 700;
134 float autocvar_force_min = 50;
135 float autocvar_force_max = 350;*/
136 float determine_speed(entity player) {
137 float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
141 /*float horiz_vel = vlen(vec2(player.velocity));
142 // force min and max are inverted - the faster you are the wekaer dodging becomes
143 // TODO document cvars in cfg
144 return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
147 bool PM_dodging_checkpressedkeys(entity this)
149 // first check if the last dodge is far enough back in time so we can dodge again
150 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
153 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
154 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
156 float tap_direction_x = 0;
157 float tap_direction_y = 0;
158 bool dodge_detected = false;
159 vector mymovement = PHYS_CS(this).movement;
161 #define X(COND,BTN,RESULT) \
162 if (mymovement_##COND) \
163 /* is this a state change? */ \
164 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
165 tap_direction_##RESULT; \
166 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
167 dodge_detected = true; \
168 if(PHYS_INPUT_BUTTON_DODGE(this)) \
169 dodge_detected = true; \
170 this.last_##BTN##_KEY_time = time; \
172 X(x < 0, BACKWARD, x--);
173 X(x > 0, FORWARD, x++);
175 X(y > 0, RIGHT, y++);
178 if (!dodge_detected) return false;
180 makevectors(this.angles);
182 bool wall_dodge = false;
184 if(!PHYS_DODGING_AIR)
185 if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
187 wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
188 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
192 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
195 this.last_dodging_time = time;
197 this.dodging_action = 1;
198 this.dodging_single_action = 1;
200 //this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
201 this.dodging_force_total = determine_speed(this);
202 this.dodging_force_remaining = this.dodging_force_total;
204 this.dodging_direction.x = tap_direction_x;
205 this.dodging_direction.y = tap_direction_y;
207 // normalize the dodging_direction vector.. (unlike UT99) XD
208 float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
210 this.dodging_direction_x = this.dodging_direction_x / length;
211 this.dodging_direction_y = this.dodging_direction_y / length;
216 void PM_dodging(entity this)
218 // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
219 if (!this.dodging_action) return;
221 // when swimming or dead, no dodging allowed..
222 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
224 this.dodging_action = 0;
225 this.dodging_direction_x = 0;
226 this.dodging_direction_y = 0;
230 // make sure v_up, v_right and v_forward are sane
232 makevectors(this.v_angle);
234 makevectors(this.angles);
236 // fraction of the force to apply each frame
237 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
238 // will be called ramp_time/frametime times = 2 times. so, we need to
239 // add 0.5 * the total speed each frame until the dodge action is done..
240 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
241 common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
243 // if ramp time is smaller than frametime we get problems ;D
244 common_factor = min(common_factor, 1);
246 /*float horiz_speed = determine_speed(this); // TODO kill this
247 //LOG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), horiz_speed);
248 float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
249 new_velocity_gain = max(0, new_velocity_gain);
251 float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;*/
253 /*float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining;
254 this.dodging_force_remaining -= velocity_increase;*/
256 /*this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
257 + ((this.dodging_direction_x * velocity_difference) * v_forward);
259 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;*/
261 float velocity_increase = common_factor * this.dodging_force_total;
262 LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
263 this.velocity += this.dodging_direction_x * velocity_increase * v_forward
264 + this.dodging_direction_y * velocity_increase * v_right;
266 // the up part of the dodge is a single shot action
267 if (this.dodging_single_action == 1)
269 UNSET_ONGROUND(this);
271 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
274 if (autocvar_sv_dodging_sound)
275 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
277 animdecide_setaction(this, ANIMACTION_JUMP, true);
280 this.dodging_single_action = 0;
283 // are we done with the dodging ramp yet?
284 if((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME)
286 // reset state so next dodge can be done correctly
287 this.dodging_action = 0;
288 this.dodging_direction.x = 0;
289 this.dodging_direction.y = 0;
294 void PM_dodging_GetPressedKeys(entity this)
296 PM_dodging_checkpressedkeys(this);
298 int keys = this.pressedkeys;
299 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
300 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
301 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
302 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
304 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
305 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
306 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
307 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
308 this.pressedkeys = keys;
312 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
314 entity player = M_ARGV(0, entity);
315 //LOG_INFOF("player %s, physics %f\n", player.netname, time);
318 PM_dodging_GetPressedKeys(player);
325 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
327 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
329 entity player = M_ARGV(0, entity);
330 //LOG_INFOF("player %s, keys %f\n", player.netname, time);
332 PM_dodging_checkpressedkeys(player);